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// Particle rendering (vertex + fragment) - V2
struct Particle {
pos: vec4f,
vel: vec4f,
rot: vec4f,
color: vec4f,
};
#include "sequence_uniforms"
@group(0) @binding(0) var<storage, read> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
struct VSOut {
@builtin(position) pos: vec4f,
@location(0) color: vec4f,
@location(1) uv: vec2f,
};
@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
let p = particles[ii];
let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
var offsets = array<vec2f, 6>(
vec2f(-1, -1),
vec2f(1, -1),
vec2f(-1, 1),
vec2f(-1, 1),
vec2f(1, -1),
vec2f(1, 1)
);
let offset = offsets[vi];
let c = cos(p.rot.x);
let s = sin(p.rot.x);
let rotated_offset = vec2f(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
let pos = vec2f(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
// Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
let lifetime_fade = p.pos.w;
let color_with_fade = vec4f(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
return VSOut(vec4f(pos, 0.0, 1.0), color_with_fade, offset);
}
@fragment fn fs_main(@location(0) color: vec4f, @location(1) uv: vec2f) -> @location(0) vec4f {
// Calculate distance from center for circular shape
let dist = length(uv);
// Smooth circular falloff (1.0 at center, 0.0 at edge)
let circle_alpha = smoothstep(1.0, 0.5, dist);
// Apply circular fade to alpha channel
return vec4f(color.rgb, color.a * circle_alpha);
}
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